Quasimorph factions guide

Quasimorph Factions Guide

Quasimorph factions guide: Power and Technology stats, mission types, five-faction pick order, and story route gates for nine endings. Verified August 2026.

Power, Technology, assets, and why you should pick five employers early.

~10 min read

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At A Glance

The solar system in Quasimorph is a corporate battleground: every contract nudges Power and Technology for employers like AnCom, RealWare, and Dilthey. Subscribing to five employers is a UI filter, not a loyalty oath — but ignoring the solar simulation guarantees 3,000-Power raids you never meant to accept. Depth on two Tech spines unlocks class chips and shuttle stock faster than shallow rep on twelve corps. Flip contract sides when offered to turn a 5,000-Power assault into a 1,600-Power infiltration. This Quasimorph factions guide explains the two stats, mission types, early employer picks, and how faction choices feed five storylines and nine endings. Verified August 16, 2026 · Steam.

FactDetail
Core statsPower · Technology
AssetsBases on planets/moons producing stats weekly
Mission typesConquest · Defend · Elimination · Espionage · Sabotage
Storylines5 major arcs · 9 endings
Subscribe UIHighlight only — no hard alliance lock
Dev / PubMagnum Scriptum / HypeTrain Digital

What are Power and Technology?

Every faction tracks Power (military success, asset count, mission wins) and Technology (industrial level, gear tier, available contracts). Assets are physical bases — stations, factories, labs — listed on the faction sheet with weekly Power/Tech income.

Faction Power and Technology map updating in motion
StatDrivesPlayer feel
PowerMission success · conquest · defenseMore enemies, tougher patrols on their turf
TechnologyResearch · industrial missionsBetter shop stock · higher-tier chips and guns
AssetsMap controlLong-term passive growth each in-game week
Enemy Power on cardOpponent faction strength30+ fighters possible at 3,000 Power
Your employer TechUnlock tree depthClass chips · fabricator recipes · shuttle stock

Power is not your level

High Power on RealWare does not buff your clone directly — it buffs RealWare's presence on the map and the missions they offer. You feel it when the contract card says you are assaulting a 5,000-Power Daydream lab with three floors of energy weapons.

Technology gates shopping

Low Tech employers sell starter junk; high Tech unlocks endgame armor families and shuttle trade modes (1.0 Trade Shuttle rework). Rush Tech on two employers instead of spreading one point at a time across twelve corps. Patch 1.0.2 shows estimated Technology growth for every faction while you pick a travel destination — use it before a long hop.

Stats move because mission types are levers — next section.

How do mission types move the solar war?

Each contract type pushes Power and/or Technology for the employer and often drains rivals. The board shows icons — learn them once and you stop taking accidental Conquest jobs during a stealth build week.

TypeTypical stat effectPlayer note
EliminationPower + for employerStandard combat grind
EspionageTech + · intelStealth-friendly — good for Scouts/Ghosts
SabotageRival Power −Plant and run — watch timer
DefendPower + · long holdHigh Quasimorphosis risk — late game
ConquestLarge Power swingMulti-wave — avoid early
StorylineFixed rep + flagsAnCom · RealWare · Civil Resistance · Tezctlan · more

Flip sides when the UI allows

Some contracts let you work for the defender instead of the attacker — turning a 5,000-Power assault into a 1,600-Power infiltration. Always check the flip toggle before Accept.

Hexarchy and minor blocs

Beyond the megacorps, minor factions (Hexarchy, Tezctlan cult structures, pirate belts) add modifiers as the campaign ages. You do not need every minor unlocked in week one — pick five anchors first.

Anchors matter because employer choice sets your loot path — below.

Which factions should I side with early?

There is no morally pure route — every employer is complicit. Strategically, pick five factions you will actually raise Tech on: one weapons supplier, one chip supplier, one story employer, and two flexible neighbors for contract variety.

  • Do01One generalist arms corp (RealWare-style production) for guns and ammo
  • Do02One biotech/chem corp for meds and anti-quasi goods
  • Do03AnCom OR Civil Resistance if you already know your story goal — not both rushed day one
  • Do04Avoid random Dilthey 3,000-Power raids until perks are level 2+
  • Do05Check asset list — factions with many bases grow Power passively even when you sleep

Do not spread Tech one mission at a time

Ten factions at Tech 2 lose to two factions at Tech 6. The Trade Shuttle and fabricator recipes reward depth. Use subscriptions to hide noise, then spam contracts for your chosen five.

Enemies of your employer are not always red on the map

You can still take neutral jobs in rival territory — but success shifts Power. If you are grooming AnCom story rep, selling AnCom's early chip to RealWare closes branches — see AnCom storyline.

Names and flavors for those corps sit in the roster table next.

Who are the major corporations and movements?

Quasimorph tracks dozens of groups; these are the ones most guides, wiki pages, and story beats reference at 1.0:

FactionFlavorTypical gear / role
AnComAnarcho-communist blocStoryline · two endings · data trades
RealWareIndustrial militaryStoryline · two endings · RealWare guide
SBNMedia / telecomIntel missions · odd contracts
DiltheyHigh Power enforcerBrutal raids — late-game Power checks
Daydream ChemsPharma / chemsDrugs · anti-quasi · poison gear
PlanetBridgeInfrastructureTransport · mid-tier contracts
Grasshopper TechnologiesTech startup vibeGadgets · chips
Sunlight CovenCult corporateEnergy / weird weapons
Franche-Comte PSEuropean industrialArmor mixes
Coreward MGCore systems mgHeavy industry
Church of RevelationReligious corpStory hooks · unique jobs
Civil ResistanceMovement not megacorpManifesto storyline · slogans · hard missions
TezctlanMesoamerican death cultStoryline · barons · pacts
Feathered Masks · Shedu's Thousand · Unchained BeltNiche powersSpecial contracts · late map

Civil Resistance is not a shop

Civil Resistance behaves like a revolutionary movement — manifesto missions, slogan choices, and brutal three-floor jobs with thin loot. Treat them as story content, not your first credit grind.

Tianmìng and others

1.0 patch notes and wiki pages add employers like Tianmìng and expanded trade blocs. If a name is not on your board yet, advance campaign week — the solar war escalates on a schedule.

Employers pay in contracts and unlocks — how that shopping works is below.

Story routes: RealWare or AnCom

Matched by build plan, shared topics, and guide progression — not random related links.

How do contracts and reputation unlock gear?

Contracts are the UI surface for faction relations. Completing jobs raises standing, pushes stats, and adds new card types to the board — including storyline offers with skull ratings.

UnlockRequiresExamples
Better shuttle stockTech thresholdHigh-tier armor · ammo · meds
Class chipsTech + mission dropsTunnel Rats · Martian Mech · etc.
Story missionRep + key itemsAnCom quest · Civil manifesto
Trade discountsStanding · Trade Shuttle 1.0Credit efficiency on bulk buys
Enemy escalationRival Power highMore bodies on their home stations

Credits vs reputation

Credits buy today; Tech unlocks tomorrow. Early poverty is fixed by extraction loot sales, not by grinding low-Power jobs on the far side of the solar map.

Datachips as faction loot

Some chips are faction-locked until Tech rises — stealing them on Espionage jobs is valid, but extract alive or the chip is a souvenir on a dead clone.

Reputation eventually gates endings — not just gear.

How do factions gate storylines and endings?

5 major storylines and 9 endings split across employers — RealWare (two endings), AnCom (two endings), Tezctlan, Civil Resistance, and others per the 1.0 story pass. Faction stats and missable items (early AnCom chip sales, manifesto choices) soft-lock routes.

RouteEntry conditionGuide page
AnComRep + chip choices · mid-game questAnCom storyline
Civil ResistanceManifest missions · slogansCivil Resistance
RealWareIndustrial rep · chip handoff choicesRealWare storyline
TezctlanCult rep · pact hooksQuasimorphosis · pacts
Cross-routeMultiple reps · ending checklistAll endings

Story missions ignore beginner comfort

Three-skull story cards with three floors and minimal loot are normal. Faction Power on the map still applies — do not stack story week with a Dilthey Conquest side job.

Nine endings need a spreadsheet eventually

Use the dedicated endings page once you are in act two. This factions page is the political layer; storyline pages are the walkthrough layer.

Pick AnCom or Civil Resistance next if you already committed to a story spine — links in FAQ.

What are Hexarchy and minor faction modifiers?

As campaign week advances, Hexarchy and other minor blocs apply solar-wide modifiers — think of them as season rules layered on top of Power/Tech. You do not pick Hexarchy like an employer; you react to their escalation.

SystemWhat it changesBeginner response
Hexarchy pressureGlobal difficulty nudgesDo not stack story skulls the same week
Tezctlan cult spreadQuasi-heavy mapsRoute to Quasimorphosis prep
Pirate beltsSide chains · Ship of GhoulsTrack separately from Civil manifest
Unchained BeltTrade odditiesLate Trade Shuttle content

Dev channel faction overview

Magnum Scriptum's faction overview video walks ten systems — factions, Hexarchy, Tezctlan, chips, augments — in one sitting. Use it as audio while sorting storage; this page is the written cheat sheet for Power/Tech only.

RealWare versus AnCom week

Industrial RealWare weeks reward rifle drops; AnCom weeks reward story and data trades. Alternate campaign focus by save slot if you want both ending sets without constant reload.

Faction pick sheet for a first 1.0 campaign

Copy this five-slot template into your save notes and swap names once you read the solar map:

SlotRoleExample pick
1 — Gun supplierHigh Tech rifles/ammoRealWare-style industrial
2 — Med/chemAnti-quasi · pain medsDaydream Chems
3 — Story employerEnding routeAnCom OR Civil OR RealWare — one only early
4 — Flexible combatMedium Power jobsPlanetBridge · Grasshopper
5 — WildcardEspionage · chipsSBN · Franche-Comte PS

How do I raise faction rep without story skulls?

Espionage, Sabotage, and low-Power Elimination jobs for your chosen five employers are the safe rep spine. Avoid Conquest until Power numbers on the card look boring.

  • Do01Two Espionage jobs per employer before first story skull
  • Do02Sabotage rival HQs when travel time is under three days
  • Do03Bank credits before Trade Shuttle bulk buys
  • Do04Check asset growth weekly on faction sheet
  • Do05Read opposing Power on card before Accept — flip side when offered

How does the faction map look in practice?

Open the solar map each Magnum morning: yellow Power spikes mean heavier raids on that employer's turf next rotation. Your subscribed five should show steady Tech climbs — flat lines mean you are taking wrong mission types or working for rivals accidentally. When a rival spikes above 2,500 Power, schedule Sabotage or Espionage that week instead of stacking more contracts on their home moon.

Quasimorph factions FAQ

What are Quasimorph factions?

Corporate employers and story factions (AnCom, Civil Resistance, RealWare, Dilthey, etc.) tracked on Power and Technology stats. Contracts on the Magnum board raise one employer’s stats and often drain rivals.

How do I unlock all factions in Quasimorph?

Story employers unlock through campaign progress — not every faction is a day-one contract pick. Subscribe to five on the solar map, focus Tech on two spines, and run Sabotage/Espionage to drain rivals blocking new employers.

Can I max every faction?

Not realistically in one campaign — rival Power swings and story choices force conflict. Plan two deep Tech spines plus story employer.

Does subscribing hurt relations?

No. Subscribe is a UI filter only.

Why are Dilthey missions so big?

High faction Power inflates enemy count on their contracts — read the card before Accept.

Does sabotaging a rival help my employer?

Yes — Sabotage missions explicitly drain rival Power while boosting your client. Pair with Espionage on the same rival for a one-two stat swing.

What is Tezctlan in faction terms?

Cult faction with storyline and pact hooks — high quasi presence. Route separately from AnCom week unless you want double skull missions.

What is the Hexarchy?

Late-campaign solar modifier stack — not an employer you pick day one. Expect harder boards after it activates.

Last verified?

August 16, 2026

Subscribe to enemies?

Yes to highlight — helps avoid accidental 3k Power jobs in the feed.

When should I flip contract sides?

Whenever the briefing shows Power above your comfort band — flipping from assault to infiltration can drop enemy count by half without losing Tech payout on the same employer.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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